refactor(Core/AI): Some more refactoring prep for Comat Threat system… (#15026)

Co-authored-by: Treeston <14020072+Treeston@users.noreply.github.com>
This commit is contained in:
Kitzunu
2023-02-13 21:39:40 +01:00
committed by GitHub
parent fdfa88093e
commit bd6034e1a9
391 changed files with 873 additions and 846 deletions

View File

@@ -278,9 +278,9 @@ struct ScriptedAI : public CreatureAI
void Reset() override {}
//Called at creature aggro either by MoveInLOS or Attack Start
void EnterCombat(Unit* /*victim*/) override {}
void JustEngagedWith(Unit* /*who*/) override {}
// Called before EnterCombat even before the creature is in combat.
// Called before JustEngagedWith even before the creature is in combat.
void AttackStart(Unit* /*target*/) override;
// *************
@@ -455,13 +455,13 @@ public:
virtual void ScheduleTasks() { }
void Reset() override { _Reset(); }
void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
void JustDied(Unit* /*killer*/) override { _JustDied(); }
void JustReachedHome() override { _JustReachedHome(); }
protected:
void _Reset();
void _EnterCombat();
void _JustEngagedWith();
void _JustDied();
void _JustReachedHome() { me->setActive(false); }
@@ -493,12 +493,12 @@ public:
virtual void ExecuteEvent(uint32 /*eventId*/) { }
void Reset() override { _Reset(); }
void EnterCombat(Unit* /*who*/) override { _EnterCombat(); }
void JustEngagedWith(Unit* /*who*/) override { _JustEngagedWith(); }
void JustDied(Unit* /*killer*/) override { _JustDied(); }
protected:
void _Reset();
void _EnterCombat();
void _JustEngagedWith();
void _JustDied();
EventMap events;